Encourage rapid empire growth on IGH - Poll added

Ideas for improving Starport:GE

Moderators: Moleman, Kwijibo, Luna

Do you like this idea?

Yes.
6
67%
Yes, except for the solar part.
2
22%
No.
1
11%
 
Total votes : 9

Encourage rapid empire growth on IGH - Poll added

Postby duece » Sun Sep 18, 2011 12:50 am

On intergalactic homeworlds more should be done to encourage empires to expand more rapidly. Since the server rebangs every few months there's no reason to be concerned with things like inflation. So make building easier than it is now, and make resources more plentiful to promote more conflict between players.

For IGH only:
-Eliminate equiptment and uranium costs to produce weapons in the weapons factory.
-Double income from taxes
-Remove the mandatory 5% tax during un protection.
-Increase harvesting rates across the board by 50%

The larger empires are, the more likely that conflict between them becomes inevitable, and the more resources (credits, weapons, etc) they have at their disposal, the more they are encouraged to initiate bolder confrontational strategies. I think these changes would make the server funner.

-Reduce the maximum penalty for death to 100,000 exp.

This isn't related to the rest of the idea, but I think it would be good for IGH. The typical strategy now is for high exp people to not invade any col or engage in any fight in the final month of a round, and recruit friends from other servers to fight their battles for them because a single death can reverse weeks worth of progress. Capping the exp losses encourages people to fight their own battles all the way up until the end. Right now the cost/benefit of invading is too high in the last 6 weeks, because a cap typically gives 30k-40k exp, and that colony if held for the rest of the game (a huge if) will generate about 200k exp per person (in a 5 person corp), but a single death costs can easily cost 10 times more that.

EDIT:
On this server solar should be capped to less than 10 shots. I'd prefer 5, but maybe as high as 7. I think this is necessary with the increased harvesting rates so not everything is a 10 shot.
Last edited by duece on Thu Nov 24, 2011 12:13 am, edited 2 times in total.
duece
 
Posts: 2096
Joined: Fri Jul 14, 2006 11:39 am

Re: Encourage rapid empire growth on IGH

Postby awesomepebble » Sun Sep 18, 2011 3:58 pm

this idea is great.
User avatar
awesomepebble
 
Posts: 850
Joined: Fri Jul 16, 2010 2:28 pm
Location: Jumping around somewhere....

Re: Encourage rapid empire growth on IGH

Postby Dark.Cloud » Tue Oct 18, 2011 1:12 pm

awesomepebble wrote:this idea is great.
User avatar
Dark.Cloud
 
Posts: 768
Joined: Tue Jan 06, 2009 2:52 am
Location: Cloud Nine Empire

Re: Encourage rapid empire growth on IGH

Postby Mr Cow » Wed Oct 19, 2011 1:59 am

make a poll nd i vote yes.
User avatar
Mr Cow
 
Posts: 196
Joined: Wed Mar 16, 2011 4:02 pm
Location: The barnyard!

Re: Encourage rapid empire growth on IGH

Postby gamanche » Wed Oct 19, 2011 8:13 am

this is probably one of the best ideas ive heard in a long donkey time
User avatar
gamanche
 
Posts: 1265
Joined: Thu Aug 07, 2008 5:25 am
Location: The Old Republic, Blitz,

Re: Encourage rapid empire growth on IGH

Postby JuliusCaesar » Thu Oct 20, 2011 9:31 pm

gamanche wrote:this is probably one of the best ideas ive heard in a long donkey time
User avatar
JuliusCaesar
 
Posts: 1570
Joined: Sun May 02, 2010 9:23 pm
Location: Middle of nj, usa

Re: Encourage rapid empire growth on IGH

Postby JesusRocks765 » Fri Oct 21, 2011 2:47 am

JuliusCaesar wrote:
gamanche wrote:this is probably one of the best ideas ive heard in a long donkey time
JesusRocks765
 
Posts: 1329
Joined: Sun Nov 21, 2010 7:57 am

Postby P-i-m-p » Thu Nov 03, 2011 9:09 am

JesusRocks765 wrote:
JuliusCaesar wrote:
gamanche wrote:this is probably one of the best ideas ive heard in a long donkey time

Quoting because I'm cool like that 8)
User avatar
P-i-m-p
 
Posts: 1131
Joined: Sun Jul 13, 2008 2:54 am
Location: Tellin Them Hoes What To Do

Re: Encourage rapid empire growth on IGH

Postby duece » Thu Nov 24, 2011 12:13 am

Just a thought I had after the permaverse idea thread in the a tavern.

On this server solar should be capped to less than 10 shots. I'd prefer 5, but maybe as high as 7. I think this is necessary with the increased harvesting rates so not everything is a 10 shot.
duece
 
Posts: 2096
Joined: Fri Jul 14, 2006 11:39 am

Re: Encourage rapid empire growth on IGH - Poll added

Postby awesomepebble » Sat Nov 26, 2011 3:55 am

5 shots would be cool, would be more high mili invades without a 10/120
User avatar
awesomepebble
 
Posts: 850
Joined: Fri Jul 16, 2010 2:28 pm
Location: Jumping around somewhere....

Re: Encourage rapid empire growth on IGH - Poll added

Postby JesusRocks765 » Sat Nov 26, 2011 4:54 am

Good idea, would this be applied to IGH, or this new permaverse we are speculating about?
JesusRocks765
 
Posts: 1329
Joined: Sun Nov 21, 2010 7:57 am

Re: Encourage rapid empire growth on IGH - Poll added

Postby duece » Mon Nov 28, 2011 1:59 am

JesusRocks765 wrote:Good idea, would this be applied to IGH, or this new permaverse we are speculating about?


I only have igh in mind.
duece
 
Posts: 2096
Joined: Fri Jul 14, 2006 11:39 am

Re: Encourage rapid empire growth on IGH - Poll added

Postby JesusRocks765 » Tue Nov 29, 2011 5:21 am

duece wrote:
JesusRocks765 wrote:Good idea, would this be applied to IGH, or this new permaverse we are speculating about?


I only have igh in mind.


Very good idea. Toonces, please Seriously do this to IGH and see how active it becomes. At least try it?
JesusRocks765
 
Posts: 1329
Joined: Sun Nov 21, 2010 7:57 am

Re: Encourage rapid empire growth on IGH - Poll added

Postby Toonces » Tue Nov 29, 2011 5:25 am

Well, IGH is already set to "easy" difficulty level for colonies. I could move it to "extra easy" but it already has lots of IGP worlds, aren't those pretty easy to get going?

I do like your idea about the 100k exp cap on dying!
User avatar
Toonces
Site Admin
 
Posts: 1489
Joined: Mon Oct 04, 2004 10:23 am
Location: Beta Canum Venaticorum

Re: Encourage rapid empire growth on IGH - Poll added

Postby JesusRocks765 » Tue Nov 29, 2011 5:30 am

Toonces wrote:Well, IGH is already set to "easy" difficulty level for colonies. I could move it to "extra easy" but it already has lots of IGP worlds, aren't those pretty easy to get going?

I do like your idea about the 100k exp cap on dying, though!


Thats part of it, but why not go all the way by changing to 1 shot solars that do 10x damage instead of 10x burst?

Then see how active it becomes.
JesusRocks765
 
Posts: 1329
Joined: Sun Nov 21, 2010 7:57 am

Re: Encourage rapid empire growth on IGH - Poll added

Postby omlow » Tue Nov 29, 2011 7:26 am

Toonces wrote:Well, IGH is already set to "easy" difficulty level for colonies. I could move it to "extra easy" but it already has lots of IGP worlds, aren't those pretty easy to get going?

I do like your idea about the 100k exp cap on dying!


i agree it is easy, but it's only easy for builders, hard for invaders. making colonies extra easy would make invading extra hard. what JR suggested (which is what i suggested) will balance that. on top of duece's ideas.
User avatar
omlow
 
Posts: 1713
Joined: Wed Jun 21, 2006 9:26 pm
Location: The Ferrari Dealership

Re: Encourage rapid empire growth on IGH - Poll added

Postby duece » Tue Nov 29, 2011 3:26 pm

Toonces wrote:Well, IGH is already set to "easy" difficulty level for colonies. I could move it to "extra easy" but it already has lots of IGP worlds, aren't those pretty easy to get going?

I do like your idea about the 100k exp cap on dying!


That would mostly work, but I specifically want to encourage weapons production, and I don't want every colony to be 10/120 solar. So somehow that has to be taken into account. I think the trade off for building nukes and lasers should be reduced in terms of credits/pollution etc.

I guess I want invading to be easier, but then building should be made even easier to compensate for that. Just making building easier, makes invading harder and vice versa. I think at its best, igh would be a one-two punch of a rapid building phase for the first month, then a war phase for the final month and a half.
duece
 
Posts: 2096
Joined: Fri Jul 14, 2006 11:39 am


Return to The Research Lab

cron